Footman16
Community Manager
- Joined
- Jul 14, 2012
- Messages
- 3,670
This looks really good! Altho I feel like you could add even more free-hand to it 
(2 ratings)
The texture is completely of my own making, i would make greater adjustments but i am currently only capable of adjusting already existing points in a mesh, thank you <3Oh I like this. The texture is cool, and the changes are definitely there (it's not vastly different, but sufficiently different for my tastes). Did you draw the texture yourself?
I actually haven't! It's just the spellbreaker texture painted over by meCreative piece of work. I like how you combined blood elf and night elf textures into one.
I think i like the effect the way it is currently, feels "dynamic" if that makes sense, wrapping is still black magic to meThat's definitely a fresh skin and creativity is there. I wish you keep diggin' so we will see cool models from you
By the way, you can work with the wrapping a bit to make the eye on the shield look uncut and more round just like in your skin layout. I also suggest changing the length of the 3rd segment of the particle effect to 0.1 so that your particles start fading out smoothly instead of disappearing instantly![]()
I appreciate it!I think i like the effect the way it is currently, feels "dynamic" if that makes sense, wrapping is still black magic to me, in the meantime if you post the edit you made i will include it and credit you, btw huge fan of your work!
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oof a whole race is a biiiig project, in case you missed it though the old Heart of Storms project had a bunch of quality dark elf models and they're available to download in this threadnice a dark elf race coming? hrm maybe?
I primarily use Magos' warcraft 3 model editor, i've played around with oinkerwrinkle's tools before when i attempted at texturing using in-game textures but it wasn't very sucessful, i will make the fading adjustment tomorrow and update the modelI appreciate it!
Well, instant dissapearing looks kinda rough in game, and native SD models are usually shackled by the rule of fading visual effects, but it's up to your taste of course. I also noticed this because your skin fits in quite well with the original visual component of the game, in terms of details, so it's just an opportunity to make the model even more consistent with the graphical whole.
Are you using Retera Model Studio?
I see. Maybe you will try it someday, it's quite intuitive and has a handy in-built wrapping tool that may reveal the darkness and bring you to the next level of modeling, as Magos' and Retera's perfectly complement each otheroof a whole race is a biiiig project, in case you missed it though the old Heart of Storms project had a bunch of quality dark elf models and they're available to download in this thread
I primarily use Magos' warcraft 3 model editor, i've played around with oinkerwrinkle's tools before when i attempted at texturing using in-game textures but it wasn't very sucessful, i will make the fading adjustment tomorrow and update the model
thank you for all the help and lovely words of encouragement, i will definitely study it in free time <3I see. Maybe you will try it someday, it's quite intuitive and has a handy in-built wrapping tool that may reveal the darkness and bring you to the next level of modeling, as Magos' and Retera's perfectly complement each other![]()
The Sanity tester still found a bunch of problems? That's so crazy to me; I thought that was one of the points of people using Ujimasa's "optimized" models as a base...
- a lot of unnecessary animation tracks and other small issues. You can see the issues here: Sanity Test
Do you think Ujimasa's model are free of issues?The Sanity tester still found a bunch of problems? That's so crazy to me; I thought that was one of the points of people using Ujimasa's "optimized" models as a base...![]()
The lack of optimization was present in Ujimasa Hojo's Spell Breaker but i have recalculated the extents and it got rid of the warnings though getting rid of the unused tracks is outside of my skillset currently for which i apologize, i have also included a screenshot and extended the particle life span a bitA very neat edit, but there are still some issues you need to take care of.
Please fix the following issues:
- You need an in-game screenshot
- The model is not optimized well and has a lot of unnecessary animation tracks and other small issues. You can see the issues here: Sanity Test
Take your time optimizing it then and maybe you learn some skills.The lack of optimization was present in Ujimasa Hojo's Spell Breaker but i have recalculated the extents and it got rid of the warnings though getting rid of the unused tracks is outside of my skillset currently for which i apologize, i have also included a screenshot and extended the particle life span a bit
ill see what i can do, im swamped in college assignments over the coming month so i cant promise i will get on it soon but i will fix it eventuallyTake your time optimizing it then and maybe you learn some skills.
I did (at least, most issues); I don't read the description on every one at this point, but I could've sworn they describe his work of optimizing them as well as fixing various bugs & combining portrait models. It appears I was mistaken.Do you think Ujimasa's model are free of issues?
The are just merges of the main model and the portrait. There is no real optimization, they are just called that.
But I guess you have to do a little bit of work to find that out.
Glad to see you're trying to dive deeper and learn the optimization part, that's an important thing too! By the way, when you are using team-colored texture in your geoset its alpha channel (transparent parts) become team-colored. This what happened to the shield when you dragged the vertices outside the gold edge of the shield: there you can see a TC stripe (on the left).Sorry i changed the status back to pending by switching out the model so i can check it in the sanity test, is there any way to do it without doing that?
EDIT: i managed to fix all the issues from the sanity test, i also managed to round off the eye on the shield a bit, im glad i took a crack at this today after all since it turns out to be quite easy and doable
omg thank you for the sanity checker tip that will be a huge help, as for the line of TC that's actually present there in the original model but i will attempt at fixing itGlad to see you're trying to dive deeper and learn the optimization part, that's an important thing too! By the way, when you are using team-colored texture in your geoset its alpha channel (transparent parts) become team-colored. This what happened to the shield when you dragged the vertices outside the gold edge of the shield: there you can see a TC stripe (on the left).
Oh, and maybe I misunderstood something but just in case here's a link for the sanity checker, so you don't have to make any switches. The link can also be found in every bundle. Drag models and textures in and use F5 to clear the list. Use the sanity check before you post your stuff any time![]()
you shouldn't use the model in its current state, its broken, however if you wish to you can use the texture for unmodified spellbreaker by renaming the texture file or by swapping out the appropriate texture in magos model editor and saving it as a separate modelThanks for sharing your work, texture is very well made, it does not look like an undead elf.![]()